Closed oppenlander closed 9 years ago
Awesome!
Some notes before I sleep and forget:
tileId
much better than what I was doing, though even that may not be necessarySymbol
s!
-I think Input should be a Nixon, for either states or entities. Probably entities.
Got sidetracked on this instead of doing the player animations.
Started work on better input handling, based on what I was talking about early. There are "input events", which have common meaning throughout the game. Based on the current state, and the entities around you, this could mean different things happen. For incance "UP" in the normal game state, means move the player sprite up, but in a menu it means move to an entry above the current one.
I added way too many handlers for everything. This should eventually be tied together with the "Settings Menu", to make sure only the events we care about are listened for.
Also added a
tileId
property toPoint
, so a stringified version of where the Point is located in the tile grid isn't hardcoded in multiple spots.